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The Mother of All Reviews
This effect only happens for powerful monsters (POWERFUL flag or spell power 80 or more), and if the damage after resistance is greater than 500, and if it passes a random roll. So a player with a single source of RCold hit by a maximum strength cold breath from a powerful monster has a one in 16 chance of DEX damage. A player with double resist has zero chance.
These happen far more often than you may think.
The stench sickens you. ... and CON goes down? Seriously?
The point is not to make semi-random side-effects for POWERFUL mobs to counter what has happened over the years to player equipment.
Nick -- you've done great work in making the dungeons more interesting. The layouts of normal levels are far better compared to what we had in 3.0. Kudos for that. The cavern and vault levels are still annoying and ought to be removed completely.
But, adding in STAT damage for powerful mobs using basic elemental attacks calls into question the whole ramification for "resists". The basic argument back in 3.x was players were having it too easy with simple resists, so double-resists were required to stave off POWERFUL mobs at that point. But then player equipment ratcheted up in power to make it easier for players to have double-resists anyway.
Then came plasma... <insert_eye_roll> . The fire that could over-power RFire. Because too many players were having it too easy with double-resists. Oh, and mages were too powerful, as always.
Now we have a plethora of undefensible attacks: mana, plasma, water (one of my favorites), ice, gravity, force (because that sounds so different from gravity), and of course ... Time.
With the exception of mana, all of those should be stricken from the game. The whole paradigm of how one poses obstacles and impediments to the progress of the character needs a huge overhaul. You should not be adding petty penalties willy-nilly to players---who, for all practical purposes, play the game in a cogent manner. Some of the mob tactics have improved to make tackling them more of a challenge, that is good. I like how you've broadened their activities; the packs of unrulings are great fun.
- While player power in general, with mob power, has been in disarray for quite some time, the point of Angband is what? To make it so a player who's trudged through 50-levels suddenly get trounced by an unexpected, indefensible attack at 3500' ? or, in the case of STAT reduction, plinked away at by those over-whelming elemental attacks? Is that how you intend to improve Angband?
For me, traditionally, Angband has been about navigating the higher mobs and uniques past 2000' to get to Morgoth and finishing the game. The life-threatening part is typically < 2000'. I think that's always been the case and I'm rather fine with that. I can start over sooner. Now, I'm wondering what sort of extra-punch the U's and D's might have that here-to-fore double-resist handled because someone, some time ago, whined that his win was too-easy and mobs should be harder. Maybe next time, tell him to put down his Mace of Disruption of Extra Attacks and play without it. Why penalize everyone else because his warrior has 8-10 swings a round (I guess more with Movement Speed bonuses now) and 1200+ health?Last edited by NCountr; July 5, 2021, 20:41.Comment
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Frankly, I'm not here to appease everyone and be all chummy. I think that's how we've seen a lot of Feature Creep happen to the game over the years. Sure, I'm in the Peanut Gallery, but aside from Nick, who isn't? Nor does it invalidate some of my data points.Comment
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Then why are you here? I understand not wanting to appease everyone, thats a fools errand. Someones going to be annoyed anout something in any group larger than 0.
But this is a forum for people to come together and discuss a game that they all love. The *whole point* is to be chummy and discuss the finer points of the game, talk about things they dont like, things they do and changes they'd like to see made (and not made) in the future, and yes even have disagreements. However, it is completely possible to have arguments without belligerence.
So if you aren't here to be chummy, I ask again, *why are you here*?Comment
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Then came plasma... <insert_eye_roll> . The fire that could over-power RFire. Because too many players were having it too easy with double-resists. Oh, and mages were too powerful, as always.
Now we have a plethora of undefensible attacks: mana, plasma, water (one of my favorites), ice, gravity, force (because that sounds so different from gravity), and of course ... Time.
As for the stat-drain with elemental breaths, I remember that being a thing around version 2.5.x or 2.6.x when Charles Swiger was briefly the maintainer. I think that was removed by Ben for 2.7.x. In any case, it's so rare that it is almost inconsequential. By the time you encounter such attacks you will have plenty of options for restoring stats.Comment
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It's like extra shots, but for movement. +1 movement speed will mean that each step you walk will take 1/2 the energy it normally does; +2 will make that 1/3. Many game mechanics don't have explicit description of how they work, just a suggestive name and the rest is for the player to discover.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Well, there's these people.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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It's like extra shots, but for movement. +1 movement speed will mean that each step you walk will take 1/2 the energy it normally does; +2 will make that 1/3. Many game mechanics don't have explicit description of how they work, just a suggestive name and the rest is for the player to discover.
½ the energy? How much "energy" does it take to take a step normally?
For all the belly-aching about Newb Traps, how about Inexplicable Senior Moments? Where is this "energy" defined?Comment
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Code:/* Occasional side-effects for powerful cold attacks */ if (context->power >= 80) { if (randint0(context->dam) > 500) { msg("The cold seeps into your bones."); effect_simple(EF_DRAIN_STAT, source_none(), "0", STAT_DEX, 0, 0, 0, 0, &context->obvious); }
So the other possibility is that damage isn't being adjusted correctly. I can't absolutely rule that out, but that function has been essentially unchanged for 4 years, and I would expect it would have been noticed before. I've checked where temporary resists are applied, and that also looks OK.
On the other hand, maybe your temporary resist had run out without you noticing, or maybe you had a curse giving cold vulnerability.
Has anyone else experienced this issue?One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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The stench sickens you.
OK, here's the code for the powerful attack side-effect:Code:/* Occasional side-effects for powerful cold attacks */ if (context->power >= 80) { if (randint0(context->dam) > 500) { msg("The cold seeps into your bones."); effect_simple(EF_DRAIN_STAT, source_none(), "0", STAT_DEX, 0, 0, 0, 0, &context->obvious); }
So the other possibility is that damage isn't being adjusted correctly. I can't absolutely rule that out, but that function has been essentially unchanged for 4 years, and I would expect it would have been noticed before. I've checked where temporary resists are applied, and that also looks OK.
On the other hand, maybe your temporary resist had run out without you noticing, or maybe you had a curse giving cold vulnerability.
Has anyone else experienced this issue?Comment
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Code:if (randint0(context->dam) > 200) { msg("The stench sickens you."); effect_simple(EF_DRAIN_STAT, source_none(), "0", STAT_CON, 0, 0, 0, 0, &context->obvious); }
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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